Feedback on the new docs site

VR Instanced Stereo docs should probably include a warning that you cannot currently use VR Instanced Stereo with Niagara Unreal Engine Issues and Bug Tracker (UE-78764)

In fact, it would be great in general if each feature page included a dynamic list of triaged, known bugs with links to the relevant issues.

Hello.
The images on the page about Niagara lights are not displaying properly.

Also, this is also a Japanese document, but the part where one page is supposed to be a sprite’s page seems to be a description of the mesh.
For that mesh page, as well as the Wright page, some of the images don’t seem to display properly.

Please confirm.

Light
https://docs.unrealengine.com/ja/Eng…hts/index.html

Mesh
https://docs.unrealengine.com/ja/Eng…ect/index.html

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As for having to log into the docs site, that’s really strange. When I use docs.unrealengine.com I don’t have to log in to search. Any chance this is a local issue (i.e. your browser’s cookies/cache)? I can ask around and see if there are any restrictions on our end.

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That problem happens exactly once per day (Windows Firefox), so it really does seem like a server-side issue. That said, I’ve tested a bit more and found out this:

  • If I’m logged out: no problem.

  • If I’m still logged in from the previous day, and try to use docs search for the first time of the day, I do get kicked out to the main page through this sequence of URLs (in this example, I searched for “console var”):

https://www.unrealengine.com/id/logout?redirectUrl=https%3A%2F%2Fwww.unrealengine.com%3FsessionInvalidated%3Dtrue

This only happens once per day - from there, whether I log in or not, my next docs searches for the day will all work fine. This means that the problem is about the UE website dealing with “old sessions” and invalidating them in a problematic way.

Separately from that, I’ve posted a few posts on here, and my forum account still says “Posts: 0” and keeps every post of mine “unapproved” for a long time, preventing me from posting more until that newest post is approved. Isn’t that a bug? Only my very first post should have this long approval period.

Hello, there is a typo in docs in Behavior Tree Quick Start chapter (Behavior Tree Quick Start Guide | Unreal Engine Documentation).
Task 5 step 8, under the image “If the Controlled Pawn is not Enemey_Character, this Task will be marked as unsuccessful and will be aborted.”

Are there any good docs or examples on how to use the new NeighborGrid3D stuff? I’ve tried some things and can’t quite figure it out. (AttributeReader stuff works fine for me - its just the NeighborGrid3D feature I’m struggling with.) Thanks!

Hi there, not sure what is going on here, either typo/search-replace error or overzealous profanity filter:

The two samples I found

UnrealForumsbug1.PNG

UnrealForumsBug2.PNG

Here’s another blank-redirect docs page: the Modules page:

My forum account is still “unapproved”, by the way, and looking at several posters earlier in this thread that are all showing “Posts: 0”, I’m probably not the only one.

Hello,

Any idea where I can find HeroFPP_Skeleton mentioned at https://docs.unrealengine.com/en-US/…4/1/index.html page? When I import the Sample Animations I can only select GenericMale_Skeleton but when I click ‘Import All’ I get errors for each animation like the one below:

Failed to import ‘FPP_Idle.FBX’. Failed to create asset ‘/Game/Animations/FPP_Idle’.
Please see Output Log for details.

Thank you,
David.

A lot of the documentation in regards to Cubemaps is very outdated. For instance, on this page (https://docs.unrealengine.com/en-US/…aps/index.html) the alignment of the 6 tiles when preparing an image in photoshop for export to DDS using NVIDIA Texture Tools appears to be incorrect. Aligning all six tiles right side up will produce a perfect result when importing into UE4 (I’m on 4.25). Also, the ‘32bits/Channel, 8.8.8.8 ARGB 32 bpp, unsigned’ preset in Texture Tools Exporter no longer exists. I used “32bits/Channel, 8.8.8.8 BGRA unsigned”.

Honestly the entire process of generating a cubemap from an equirectangular projection and using it to create a custom skysphere material (using the BP_SkySphere object) was tedious. I finally found the solution on some random youtube tutorial with only hundreds of views. I feel that most pages that are labelled as “Unreal Engine 4.9” are severely outdated at this point and could use some tender loving care :wink:

Thanks for your hard work everyone!

[=“, post:2, topic:126746”]

I cannot scroll left/right new API pages like I could before (on mobile browser)…

Now function descriptions on mobile here are available only if I change phone screen to landscape mode.
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On Samsung Beta Browser I have Desktop mode and my mobile browser is optimized for PC.
So I don’t see any problem with UE Forum :slight_smile:

The Rotating Movement Component section links to the defunct wiki.

[https://docs.unrealengine.com/en-US/...ementcomponent

](Movement Components | Unreal Engine Documentation)

[=“Hikaru.Suzuki”]

Hello.
The images on the page about Niagara lights are not displaying properly.

Also, this is also a Japanese document, but the part where one page is supposed to be a sprite’s page seems to be a description of the mesh.
For that mesh page, as well as the Wright page, some of the images don’t seem to display properly.

[/]

Just wanted to let you know that I worked on the ticket for this issue; from the images you gave us it looks like the Japanese site is still showing the 4.24 version of the page, instead of the 4.25 updated version. This could just be a publishing delay, or it could be an issue with the site. I have transferred the ticket to Jeff Wilson, who is the person who owns those issues. Hopefully we will have it fixed up soon!

[=“Craig_Hoffman, post:393, topic:126746”]

Are there any good docs or examples on how to use the new NeighborGrid3D stuff? I’ve tried some things and can’t quite figure it out. (AttributeReader stuff works fine for me - its just the NeighborGrid3D feature I’m struggling with.) Thanks!
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The NeighborGrid3D feature is still very experimental, and since it’s still being actively worked on by the Niagara dev team they wanted to hold off on official documentation. I suspect it will be in better shape for the 4.26 release but that’s just speculation. I won’t be working on the 4.26 release so it will be up to the docs team to get that documented if it is in a more stable state for 4.26. Hopefully we’ll have something for you, but for now we don’t have much. I’m sorry.

Please show complete workflow. For example, Niagara documents show how to create a particle, but does not show how to actually use it. I created a particle in 1 minute, then spent an hour looking for a way to spawn a simple Niagara particle in my scene. This is a recurring problem as well, the documents show how to create things, but often fails to show the implementations.

anyone please add how manifest file is used, how someone can update/patch map after DLC been done. Doc is poor and would save months if someone can improve. https://docs.unrealengine.com/en-US/…des/index.html .

[=“LeoH3020, post:402, topic:126746”]

Please show complete workflow. For example, Niagara documents show how to create a particle, but does not show how to actually use it. I created a particle in 1 minute, then spent an hour looking for a way to spawn a simple Niagara particle in my scene. This is a recurring problem as well, the documents show how to create things, but often fails to show the implementations.
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Can you be a bit more specific? Which particle effect were you trying to create? What kinds of implementations are you asking us to demonstrate? I have definitely heard from users that they would like to see specific examples for multiple industries, such as Arch-Vis and Virtual Production. Unfortunately, the docs team generally feels that more generic tutorials are better for a broad audience. For the 4.25 release, I did restructure all of our How-Tos to include a lot more explanation of what the modules and settings actually do, because that was missing in previous versions of our How-Tos. I’ve also suggested that we include a “How Can I Use This” section at the end of each tutorial, which gives examples of how the effect can be used in various industries beyond video games.

If you can give me more specific examples of what tutorial you were using, what you felt was missing, and what you would like to see included moving forward–I’ll have a better understanding of your issue and can bring this back to the docs team. The Niagara section of docs was barely a skeleton back in 2018 when I started working on it. I’ve done my best to fill it out and improve it, but I realize there is a lot more to be done. Your feedback could be very valuable in guiding our development of the Niagara section moving forward.

vkumar99 said: “anyone please add how manifest file is used, how someone can update/patch map after DLC been done. Doc is poor and would save months if someone can improve. https://docs.unrealengine.com/en-US/…des/index.html .”

Hi there! Thanks for pointing this out. I can tell you that we are aware that the Patching and DLC documentation is very incomplete, and we’ve been trying to get that fixed for some time now. We have a team member who is working on cleaning up the Mobile docs, and he has also written some stuff about Mobile DLC, so I think he is going to add the Patching and DLC initiative in his list of projects. I will definitely tag him on the ticket that @echo_four creates, to surface this to someone who has a shot at fixing it sooner rather than later. Thanks again!

In the Supported Rendering Features page, the sidebar ‘table of contents’ and the when opened, the new Feedback pop-open, both cover over the last column of the page’s features table. Only one row near the bottom of the page is visible when scrolling. This is in Firefox 76.0.1, though it’s most likely in other browsers too. It may be because the screen I’m viewing on is not FHD, but it’s still important to ensure it’s viewable on different screen sizes, even lower resolution ones.

I did not notice but what I did notice is that the scroller doesn’t show on most pages also arrows are gone. But I actaulay wanted to ask if there is a PDF File or some file I can download for all Blueprint API Codes and all the inputs and output colors what they are used for. Because I am sitting now for 2 weeks and I am not finished copying all those codes into a word document. We have internet issues at moment and also we still pay for capped. would be much easier for me to have all the codes handy in a document and also if we could have help on all node function uses. I am dumb with object references and asset date registries and all that that I don’t understand. thanks

There is an bug in AR example project.

When I tested ‘HandheldARBlankMap’ example
following this ‘Augmented Reality Quick Start | Unreal Engine Documentation
I had a problem.

reason of problem was ‘project name’
I think that the developer who made sample AR codes, made a some codes which including project name ‘ARProject’
Because of this reason, AR sample project name should be ‘ARProject’ for now.
If not, app will not work on mobile phone.